Jump to content

Recommended Posts

Posted

Hi, I am nearly finished with my mod. One last piece of coding is what I need for my whole mod to function.

 

//Mod_shield
par2 = mod_AsgardShield.calcDamage(par1DamageSource, par2, this);
//end

This little piece of code allows me to Lower the value of par2 (which is damage dealt by entity), before it effects armor, pot and player health calculations.

 

 

My code is placed in the EntityPlayer.class (had to change the baseclass when using modloader :(, and hoping to avoid any class edits with Forge)

 

    protected void damageEntity(DamageSource par1DamageSource, int par2)
    {
        if (!par1DamageSource.isUnblockable() && this.isBlocking())
        {
            par2 = 1 + par2 >> 1;
        }
//Mod_shield
par2 = mod_AsgardShield.calcDamage(par1DamageSource, par2, this);
//end
        par2 = this.applyArmorCalculations(par1DamageSource, par2);
        par2 = this.applyPotionDamageCalculations(par1DamageSource, par2);
        this.addExhaustion(par1DamageSource.getHungerDamage());
        this.health -= par2;
    }

 

As you can see, my calcDamage method is stored in my mod_AsgardShield.common/mod_AsgardShield.class

 

I need help using the correct hook to achieve the same effect as I did when editing the EntityPlayer base class.

 

Also I need help in general on how to use a hook @_@.

 

Looking through all the different FML events, the one that seems suitable is the LivingHurtEvent.

 

 

@Cancelable
public class LivingHurtEvent extends LivingEvent
{
    public final DamageSource source;
    public int ammount;
    public LivingHurtEvent(EntityLiving entity, DamageSource source, int ammount)
    {
        super(entity);
        this.source = source;
        this.ammount = ammount;
    }

}

 

 

 

Which even then isn't achieving my goal, since I am not trying to do damage but rather reduce it. -Unless I could use a negative amount of damage to cancel out an Entities damage?

 

Or, Maybe IsSpecialArmor the place I need to look?

 

If there is no such event, May I Request an : Before ArmorProperties.ApplyArmor hook?

Please any help will be most grateful and will allow me to release my mod.

Posted

Forge has a LivingHurtEvent inside of damageEntity that should work for you.

 

Adding this to your event handler would work simular

but it happens before "if (!par1DamageSource.isUnblockable() && this.isBlocking())" instead of after

@ForgeSubscribe
public void livingHurt(LivingHurtEvent event)
{
    if (!(event.entityLiving instanceof EntityPlayer)) return;
    EntityPlayer eventPlayer = (EntityPlayer)event.entityLiving;
    event.ammount = mod_AsgardShield.calcDamage(event.source, event.ammount, eventPlayer);
}

Posted

I'll try it :) Thanks.

 

As for "my event handler", would I use my ClientTickHandlerAsgardShield. Or is the event handler a Common class I need to create? Or able to place in my Proxy.common

 

I'll search around as well

 

Reading: Atomic's http://www.minecraftforum.net/topic/1419836-131-forge-4x-events-howto/

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • ahh yes I mean waystone. Thank you very much helped alot  cheers mate!
    • Do you mean waystones?   You can use KubeJS to remove and add a changed recipe for it: https://www.curseforge.com/minecraft/mc-mods/kubejs   Add KubeJS and start the modpack once to generate the files for the mod   In your modpack folder, you will find now a kubejs folder Go to server_scripts (create the folder if missing) - yes, also for singleplayer, use the server_scripts folder Create a new file "reciperemove.js" Edit this file and add the recipe for the waypoint mod: ServerEvents.recipes(event => { let toRemove = [ {output: 'waystones:example_item'}, ]; for (const remove of toRemove) { event.remove(remove); } }) Just make sure you are using the correct item ID   Create another file "recipes.js" in the server_scripts folder and use: ServerEvents.recipes(event => { event.shaped( Item.of('waystones:example_item'), [ 'AAA', 'BCB', 'AAA' ], { A: 'minecraft:stone', B: 'waystones:item_1', C: 'waystones:item_2' } ) })   The Letter Block with AAA etc is a crafting table - so there you define the recipe and the items      
    • I am currently making a modpack for myself and I want to change the recipe for waypoints*. How do I do this? Is there a simply way to change an existing recipe (or to delete the old one and make a new one). I only need a for 1 single player world. My coding Knowledge is limited to arduinos but I feel I could teach myself some Java if needed *waypoint mod by BlayTheNinth
    • Tired of the same old iron sword and pickaxe? Dive into a world of enhanced possibilities with Droid's Implements! This exciting addition to your Minecraft experience introduces:   Four Unique Weapons:    Daggers: Quick, cheap, and effective, great for agility. Applies Weakness for one minute. Warhammers: A powerful option for defeating strong enemies. Applies Harming for a quarter of a second, making it ineffective against the undead. Spears: A balanced weapon with fair damage and speed. Applies Mining Fatigue, making escape difficult for cornered enemies. Clubs: Hard-hitting yet slow, the club is a robust alternative to the sword. Applies Slowness, increasing the chance of catching your enemy.   Two Handy Tools:   The Mining Hammer: A worthwhile alternative to the pickaxe, the Mining Hammer mines in a 3x3 area, making mining stone more efficient. The Heavy Shovel: A beneficial substitute to the shovel, the Mining Hammer mines in a 3x3 area, making mining sand and gravel more efficient.   Damage Comparison: Dagger > Spear > Sword = Club > Warhammer     Check it out now!
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.